diff --git a/code/game/machinery/_machinery.dm b/code/game/machinery/_machinery.dm index 728df8ba25cc..d63354c8acfb 100644 --- a/code/game/machinery/_machinery.dm +++ b/code/game/machinery/_machinery.dm @@ -410,6 +410,9 @@ /obj/machinery/proc/close_machine(atom/movable/target, density_to_set = TRUE) state_open = FALSE set_density(density_to_set) + if (!density) + update_appearance() + return if(!target) for(var/atom in loc) if (!(can_be_occupant(atom))) diff --git a/code/modules/antagonists/changeling/powers/lesserform.dm b/code/modules/antagonists/changeling/powers/lesserform.dm index 854234af965f..fd9af906107a 100644 --- a/code/modules/antagonists/changeling/powers/lesserform.dm +++ b/code/modules/antagonists/changeling/powers/lesserform.dm @@ -3,7 +3,7 @@ desc = "We debase ourselves and become lesser. We become a monkey. Costs 5 chemicals." helptext = "The transformation greatly reduces our size, allowing us to slip out of cuffs and climb through vents." button_icon_state = "lesser_form" - chemical_cost = 5 + chemical_cost = 25 dna_cost = 1 /// Whether to allow the transformation animation to play var/transform_instantly = FALSE @@ -25,6 +25,7 @@ ..() return ismonkey(user) ? unmonkey(user) : become_monkey(user) + /// Stop being a monkey /datum/action/changeling/lesserform/proc/unmonkey(mob/living/carbon/human/user) if(user.movement_type & VENTCRAWLING) diff --git a/code/modules/mob/living/carbon/human/species_types/zombies.dm b/code/modules/mob/living/carbon/human/species_types/zombies.dm index b7f9b81de523..fe0307afdf52 100644 --- a/code/modules/mob/living/carbon/human/species_types/zombies.dm +++ b/code/modules/mob/living/carbon/human/species_types/zombies.dm @@ -92,7 +92,7 @@ mutanttongue = /obj/item/organ/internal/tongue/zombie changesource_flags = MIRROR_BADMIN | WABBAJACK | ERT_SPAWN /// The rate the zombies regenerate at - var/heal_rate = 0.5 + var/heal_rate = 0.6 /// The cooldown before the zombie can start regenerating COOLDOWN_DECLARE(regen_cooldown) @@ -112,6 +112,7 @@ TRAIT_RESISTHIGHPRESSURE, TRAIT_RESISTLOWPRESSURE, TRAIT_TOXIMMUNE, + TRAIT_NO_PAIN_EFFECTS, // INFECTIOUS UNIQUE TRAIT_STABLEHEART, // Replacement for noblood. Infectious zombies can bleed but don't need their heart. TRAIT_STABLELIVER, // Not necessary but for consistency with above